This week I rushed through the texturing in the three days
remaining and it really shows. The textures are flat and uninteresting; there
is very little material definition across the model. I think the only reason
the jetpack reads as a jetpack is because PBR creates good metallic materials
easily. The quality of the mesh and texturing are vastly different, the
complexity of the mesh compared to the complexity of the textures make them
both look like they are from two completely different games or even generations.
That said I am really pleased with the mesh, I think for the
most part my topology is neat and smooth and would allow for good deformation
if it were to be rigged, if I had more time I would’ve liked to have rigged and
posed it but as it is it hardly seems worth posing this model as it is so far
away from portfolio quality.
It’s not just the rushed textures that let it down but also
the poor design, it was set to fail from the start, as the saying goes: “you
can’t polish a turd” it was a bad design and no amount of good modelling and
texturing would have changed that. I think I spent far too long trying to come
up with a good design for the character, and after all that time spent I still
had no good designs.
If I was to do this again I guess the only way to come up
with better designs is to do more of them, so by that logic I’d have to spend
much longer than I did designing, so I’d design for most of the project, hope
that one design is good and then create a very low poly model to save time modelling.
But even then I might not come up with a good design, so all I can take away
from this is that I’m a bad designer and that’s something I need to work on.
I’ve really let myself down with this project; I can and
have done far better than this. I feel as if I’m at my lowest point right now,
this is the first brief I’ve really failed in. All I can do now is try
harder next time.